Hironobu Takagi

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54ranked-venue papers
8as first author
18since 2021 · last 2026
0000-0003-3087-3251ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 51 · 7 first-author · 18 since 2021Artificial intelligence and machine learning · 4 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 How Does Delegation in Social Interaction Evolve Over Time? Navigation with a Robot for Blind People
abstract
Autonomy and independent navigation are vital to daily life but remain challenging for individuals with blindness. Robotic systems can enhance mobility and confidence by providing intelligent navigation assistance. However, fully autonomous systems may reduce users’ sense of control, even when they wish to remain actively involved. Although collaboration between user and robot has been recognized as important, little is known about how perceptions of this relationship change with repeated use. We present a repeated exposure study with six blind participants who interacted with a navigation-assistive robot in a real-world museum. Participants completed tasks such as navigating crowds, approaching lines, and encountering obstacles. Findings show that participants refined their strategies over time, developing clearer preferences about when to rely on the robot versus act independently. This work provides insights into how strategies and preferences evolve with repeated interaction and offers design implications for robots that adapt to user needs over time.
Rayna Hata, Masaki Kuribayashi, Allan Wang, Hironobu Takagi, Chieko Asakawa
CHI4
2026 Robot-Assisted Group Tours for Blind People
abstract
Group interactions are essential to social functioning, yet effective engagement relies on the ability to recognize and interpret visual cues, making such engagement a significant challenge for blind people. In this paper, we investigate how a mobile robot can support group interactions for blind people. We used the scenario of a guided tour with mixed-visual groups involving blind and sighted visitors. Based on insights from an interview study with blind people (n = 5) and museum experts (n = 5), we designed and prototyped a robotic system that supported blind visitors to join group tours. We conducted a field study in a science museum where each blind participant (n = 8) joined a group tour with one guide and two sighted participants (n = 8). Findings indicated users’ sense of safety from the robot’s navigational support, concerns in the group participation, and preferences for obtaining environmental information. We present design implications for future robotic systems to support blind people’s mixed-visual group participation.
Yaxin Hu 0002, Masaki Kuribayashi, Allan Wang, Seita Kayukawa, Daisuke Sato 0001, Bilge Mutlu, Hironobu Takagi, Chieko Asakawa
CHI7
2026 Eyes on the Palm: Investigating a Ring-Shaped Camera for Seamless Accessible Tactile Exploration
abstract
Tactile exploration is essential for blind and low vision (BLV) individuals to understand objects and spaces. Yet little is known about how camera-based devices can support hand-centric exploration: tactilely examining exhibits while inquiring about and processing information. We investigate a finger-worn ring camera that captures images from the palm side while allowing tactile exploration, comparing it with hand-centered smartphones. We conducted a Wizard-of-Oz study with 11 BLV participants in a science museum. Results showed that the ring camera supported effective bimanual strategies: exploring with both hands, lifting the camera-worn hand while keeping the other as an anchor during inquiry, and resuming bimanual touch for information processing. In contrast, smartphones led to effortful, fragmented exploration. Building on these findings, we developed an interactive system and evaluated its reliability and practicality with 6 BLV participants. We contribute insights and design implications for wearable camera systems that augment tactile exploration in real-world settings.
Ayaka Tsutsui, Hironobu Takagi, Yoichi Ochiai, Chieko Asakawa
CHI3
2026 MotionBuddy: Exploring Tactile-Based Motion Learning with a Tabletop Humanoid Robot for Blind People
abstract
Blind people face persistent challenges in learning body movements such as exercise, dance, and rehabilitation routines. Verbal instructions are widely used but often ambiguous, while tactile graphics or 3D models can illustrate static postures but not transitions. Humanoid robots can present dynamic motions, suggesting potential to convey trajectories and simultaneous limb actions. We conducted an exploratory study with 11 blind participants comparing humanoid robot demonstrations with audio instructions. Quantitative evaluation assessed reproduction accuracy, learning time, and usability ratings, while qualitative interviews captured perceived benefits and challenges. Results show that simple movements could be conveyed through both modalities, but robots were particularly effective for complex transitions and concurrent limb coordination that audio could not easily express. These findings highlight design opportunities for integrating multimodal instruction to support movement learning for blind people.
Kengo Tanaka, Hironobu Takagi, Yoichi Ochiai, Chieko Asakawa
HRI3
2026 Touching Movement: 3D Tactile Poses for Supporting Blind People in Learning Body Movements
abstract
Visual impairments create barriers to learning physical activities, since conventional training methods rely on visual demonstrations or often inadequate verbal descriptions. This research explores 3D-printed human body models to enhance movement comprehension for blind individuals. Through a participatory design approach in collaboration with a blind designer, we developed detailed 3D models representing various body movements and incorporated tactile reference elements to enhance spatial understanding. We conducted two user studies with 10 blind participants across different activities: static yoga poses and sequential calisthenic movements. The results demonstrated that 3D models significantly improved understanding speed, reduced questions for clarification, and enhanced movement accuracy compared to conventional teaching methods. Participants consistently rated 3D models higher for ease of understanding, effectiveness, and motivation.
Kengo Tanaka, Hironobu Takagi, Yoichi Ochiai, Chieko Asakawa
TEI3
2025 Investigating "Touch and Talk" for Blind and Low Vision People: Science Communication Assistance Through Exploring Multiple Tactile Objects
Ayaka Tsutsui, Hironobu Takagi, Chieko Asakawa
ASSETS3
2025 Engaging Visually Impaired People in Science Museums Through an Immersive Workshop: Practices, Challenges, and Opportunities
abstract
Figure 1: Our approach consists of two parts: (1) Workshop design (addressing RQ1), which followed a Human-Centered Design process involving multiple stakeholders, and was delivered and evaluated by visually impaired participants; and (2) Focus group interviews (addressing RQ2-RQ4) with museum staff and visually impaired workshop participants.Together, they informed a workshop design framework, accessibility guidelines for museum staff, and directions for technological action.
Seita Kayukawa, Hironobu Takagi, Chieko Asakawa
ASSETS3
2025 Beyond Omakase: Designing Shared Control for Navigation Robots with Blind People
abstract
Autonomous navigation robots can increase the independence of blind people but often limit user control-following what is called in Japanese an "omakase" approach where decisions are left to the robot. This research investigates ways to enhance user control in social robot navigation, based on two studies conducted with blind participants. The first study, involving structured interviews (N=14), identified crowded spaces as key areas with significant social challenges. The second study (N=13) explored navigation tasks with an autonomous robot in these environments and identified design strategies across different modes of autonomy. Participants preferred an active role, termed the "boss" mode, where they managed crowd interactions, while the "monitor" mode helped them assess the environment, negotiate movements, and interact with the robot. These findings highlight the importance of shared control and user involvement for blind users, offering valuable insights for designing future social navigation robots.
Rie Kamikubo, Seita Kayukawa, Yuka Kaniwa, Allan Wang, Hernisa Kacorri, Hironobu Takagi, Chieko Asakawa
CHI6
2024 ChitChatGuide: Conversational Interaction Using Large Language Models for Assisting People with Visual Impairments to Explore a Shopping Mall
abstract
To enable people with visual impairments (PVI) to explore shopping malls, it is important to provide information for selecting destinations and obtaining information based on the individual's interests. We achieved this through conversational interaction by integrating a large language model (LLM) with a navigation system. ChitChatGuide allows users to plan a tour through contextual conversations, receive personalized descriptions of surroundings based on transit time, and make inquiries during navigation. We conducted a study in a shopping mall with 11 PVI, and the results reveal that the system allowed them to explore the facility with increased enjoyment. The LLM-based conversational interaction, by understanding vague and context-based questions, enabled the participants to explore unfamiliar environments effectively. The personalized and in-situ information generated by the LLM was both useful and enjoyable. Considering the limitations we identified, we discuss the criteria for integrating LLMs into navigation systems to enhance the exploration experiences of PVI.
Yuka Kaniwa, Masaki Kuribayashi, Seita Kayukawa, Daisuke Sato 0001, Hironobu Takagi, Chieko Asakawa, Shigeo Morishima
Proc. ACM Hum. Comput. Interact.5
2024 Snap&Nav: Smartphone-based Indoor Navigation System For Blind People via Floor Map Analysis and Intersection Detection
abstract
We present Snap&Nav, a navigation system for blind people in unfamiliar buildings, without prebuilt digital maps. Instead, the system utilizes the floor map as its primary information source for route guidance. The system requires a sighted assistant to capture an image of the floor map, which is analyzed to create a node map containing intersections, destinations, and current positions on the floor. The system provides turn-by-turn navigation instructions while tracking users' positions on the node map by detecting intersections. Additionally, the system estimates the scale difference of the node map to provide distance information. Our system was validated through two user studies with 20 sighted and 12 blind participants. Results showed that sighted participants processed floor map images without being accustomed to the system, while blind participants navigated with increased confidence and lower cognitive load compared to the condition using only cane, appreciating the system's potential for use in various buildings.
Masaya Kubota, Masaki Kuribayashi, Seita Kayukawa, Hironobu Takagi, Chieko Asakawa, Shigeo Morishima
Proc. ACM Hum. Comput. Interact.4
2023 TouchPilot: Designing a Guidance System that Assists Blind People in Learning Complex 3D Structures
abstract
Making complex structures accessible to blind people is challenging due to the need for skilled explainers. Interactive 3D printed models (I3Ms) have been developed to enable independent learning of 3D models through activating audio labels. However, they present single-layered information and require users to identify interactive elements through a pinpointing action, which might be insufficient for learning complex and unfamiliar subjects. In this paper, we investigate I3Ms for complex structures. We propose TouchPilot, a guidance system designed based on a study that observed learner-explainer interaction styles. TouchPilot guides users step by step through navigation, exploration of hierarchical elements, and confirmation of their entire areas. A follow-up study found that the guidance system led to better learning outcomes and higher independence compared to a pinpointing system. Feedback suggests that being primed by the guidance system systematically, followed by pinpointing freely for review, is preferred for learning complex structures.
Seita Kayukawa, Hironobu Takagi, Chieko Asakawa
ASSETS3
2023 Enhancing Blind Visitor's Autonomy in a Science Museum Using an Autonomous Navigation Robot
abstract
Enabling blind visitors to explore museum floors while feeling the facility’s atmosphere and increasing their autonomy and enjoyment are imperative for giving them a high-quality museum experience. We designed a science museum exploration system for blind visitors using an autonomous navigation robot. Blind users can control the robot to navigate them toward desired exhibits while playing short audio descriptions along the route. They can also browse detailed explanations on their smartphones and call museum staff if interactive support is needed. Our real-world user study at a science museum during its opening hour revealed that blind participants could explore the museum safely and independently at their own pace. The study also showed that the sighted visitors who saw the participants walking with the robot accepted the assistive robot well. We finally conducted focus group sessions with the blind participants and discussed further requirements toward a more independent museum experience.
Seita Kayukawa, Daisuke Sato 0001, Masayuki Murata 0002, Tatsuya Ishihara, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa
CHI5
2023 PathFinder: Designing a Map-less Navigation System for Blind People in Unfamiliar Buildings
abstract
Indoor navigation systems with prebuilt maps have shown great potential in navigating blind people even in unfamiliar buildings. However, blind people cannot always benefit from them in every building, as prebuilt maps are expensive to build. This paper explores a map-less navigation system for blind people to reach destinations in unfamiliar buildings, which is implemented on a robot. We first conducted a participatory design with five blind people, which revealed that intersections and signs are the most relevant information in unfamiliar buildings. Then, we prototyped PathFinder, a navigation system that allows blind people to determine their way by detecting and conveying information about intersections and signs. Through a participatory study, we improved the interface of PathFinder, such as the feedback for conveying the detection results. Finally, a study with seven blind participants validated that PathFinder could assist users in navigating unfamiliar buildings with increased confidence compared to their regular aid.
Masaki Kuribayashi, Tatsuya Ishihara, Daisuke Sato 0001, Jayakorn Vongkulbhisal, Karnik Ram, Seita Kayukawa, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa
CHI7
2022 BentoMuseum: 3D and Layered Interactive Museum Map for Blind Visitors
abstract
Obtaining information before a visit is one of the priority needs and challenges for blind museum visitors. We propose BentoMuseum, a layered, stackable, and three-dimensional museum map that makes complex structural information accessible by allowing explorations on a floor and between floors. Touchpoints are embedded to provide audio-tactile interactions that allow a user to learn the museum’s exhibits and navigation when one floor is placed on a touch screen. Using a tour design task, we invited 12 first-time blind visitors to explore the museum building, chose exhibits that attracted them, and built a mental map with exhibit names and directions. The results show that the system is useful in obtaining information that links geometric shapes, contents, and locations to then build a rough mental map. The connected floors and spatial structures motivated users to explore. Moreover, having a rough mental map enhanced orientation and confidence when traveling through the museum.
Seita Kayukawa, Hironobu Takagi, Chieko Asakawa
ASSETS3
2022 How Users, Facility Managers, and Bystanders Perceive and Accept a Navigation Robot for Visually Impaired People in Public Buildings
abstract
Autonomous navigation robots have a considerable potential to offer a new form of mobility aid to people with visual impairments. However, to deploy such robots in public buildings, it is imperative to receive acceptance from not only robot users but also people that use the buildings and managers of those facilities. Therefore, we conducted three studies to investigate the acceptance and concerns of our prototype robot, which looks like a regular suitcase. First, an online survey revealed that people could accept the robot navigating blind users. Second, in the interviews with facility managers, they were cautious about the robot’s camera and the privacy of their customers. Finally, focus group sessions with legally blind participants who experienced the robot navigation revealed that the robot may cause trouble when it collides with those who may not be aware of the user’s blindness. Still, many participants liked the design of the robot which assimilated into the surroundings.
Seita Kayukawa, Daisuke Sato 0001, Masayuki Murata 0002, Tatsuya Ishihara, Akihiro Kosugi, Hironobu Takagi, Shigeo Morishima, Chieko Asakawa
RO-MAN6
2022 Corridor-Walker: Mobile Indoor Walking Assistance for Blind People to Avoid Obstacles and Recognize Intersections
abstract
Navigating in an indoor corridor can be challenging for blind people as they have to be aware of obstacles while also having to recognize the intersections that lead to the destination. To aid blind people in such tasks, we propose Corridor-Walker, a smartphone-based system that assists blind people to avoid obstacles and recognize intersections. The system uses a LiDAR sensor equipped with a smartphone to construct a 2D occupancy grid map of the surrounding environment. Then, the system generates an obstacle-avoiding path and detects upcoming intersections on the grid map. Finally, the system navigates the user to trace the generated path and notifies the user of each intersection's existence and the shape using vibration and audio feedback. A user study with 14 blind participants revealed that Corridor-Walker allowed participants to avoid obstacles, rely less on the wall to walk straight, and enable them to recognize intersections.
Masaki Kuribayashi, Seita Kayukawa, Jayakorn Vongkulbhisal, Chieko Asakawa, Daisuke Sato 0001, Hironobu Takagi, Shigeo Morishima
Proc. ACM Hum. Comput. Interact.6
2021 LineChaser: A Smartphone-Based Navigation System for Blind People to Stand in Lines
abstract
Standing in line is one of the most common social behaviors in public spaces but can be challenging for blind people. We propose an assistive system named LineChaser, which navigates a blind user to the end of a line and continuously reports the distance and direction to the last person in the line so that they can be followed. LineChaser uses the RGB camera in a smartphone to detect nearby pedestrians, and the built-in infrared depth sensor to estimate their position. Via pedestrian position estimations, LineChaser determines whether nearby pedestrians are standing in line, and uses audio and vibration signals to notify the user when they should start/stop moving forward. In this way, users can stay correctly positioned while maintaining social distance. We have conducted a usability study with 12 blind participants. LineChaser allowed blind participants to successfully navigate lines, significantly increasing their confidence in standing in lines.
Masaki Kuribayashi, Seita Kayukawa, Hironobu Takagi, Chieko Asakawa, Shigeo Morishima
CHI3
2021 One-Shot Wayfinding Method for Blind People via OCR and Arrow Analysis with a 360-Degree Smartphone Camera
Yutaro Yamanaka, Seita Kayukawa, Hironobu Takagi, Yuichi Nagaoka, Yoshimune Hiratsuka, Satoshi Kurihara
MobiQuitous3
2019 Effects of Age-Related Cognitive Decline on Elderly User Interactions with Voice-Based Dialogue Systems
Masatomo Kobayashi, Akihiro Kosugi, Hironobu Takagi, Miyuki Nemoto, Kiyotaka Nemoto, Tetsuaki Arai, Yasunori Yamada
INTERACT (4)3
2019 Smartphone-based localization for blind navigation in building-scale indoor environments
Masayuki Murata 0002, Dragan Ahmetovic, Daisuke Sato 0001, Hironobu Takagi, Kris Makoto Kitani, Chieko Asakawa
Pervasive Mob. Comput.4
2018 Smartphone-based Indoor Localization for Blind Navigation across Building Complexes
abstract
Continuous and accurate smartphone-based localization is a promising technology for supporting independent mobility of people with visual impairments. However, despite extensive research on indoor localization techniques, they are still not ready for deployment in large and complex environments, like shopping malls and hospitals, where navigation assistance is needed. To achieve accurate, continuous, and real-time localization with smartphones in such environments, we present a series of key techniques enhancing a probabilistic localization algorithm. The algorithm is designed for smartphones and employs inertial sensors on a mobile device and Received Signal Strength (RSS) from Bluetooth Low Energy (BLE) beacons. We evaluate the proposed system in a 21,000 m2shopping mall which includes three multi-story buildings and a large open underground passageway. Experiments in this space validate the effect of the proposed technologies to improve localization accuracy. Field experiments with visually impaired participants confirm the practical performance of the proposed system in realistic use cases.
Masayuki Murata 0002, Dragan Ahmetovic, Daisuke Sato 0001, Hironobu Takagi, Kris Makoto Kitani, Chieko Asakawa
PerCom4
2017 NavCog3: An Evaluation of a Smartphone-Based Blind Indoor Navigation Assistant with Semantic Features in a Large-Scale Environment
abstract
Navigating in unfamiliar environments is challenging for most people, especially for individuals with visual impairments. While many personal navigation tools have been proposed to enable in- dependent indoor navigation, they have insufficient accuracy (e.g., 5-10 m), do not provide semantic features about surroundings (e.g., doorways, shops, etc.), and may require specialized devices to function. Moreover, the deployment of many systems is often only evaluated in constrained scenarios, which may not precisely reflect the performance in the real world. Therefore, we have de- signed and implemented NavCog3, a smartphone-based indoor navigation assistant that has been evaluated in a 21,000 m2 shop- ping mall. In addition to turn-by-turn instructions, it provides in- formation on landmarks (e.g., tactile paving) and points of interests nearby. We first conducted a controlled study with 10 visually im- paired users to assess localization accuracy and the perceived use- fulness of semantic features. To understand the usability of the app in a real-world setting, we then conducted another study with 43 participants with visual impairments where they could freely nav- igate in the shopping mall using NavCog3. Our findings suggest that NavCog3 can open a new opportunity for users with visual im- pairments to independently find and visit large and complex places with confidence.
Daisuke Sato 0001, Uran Oh, Kakuya Naito, Hironobu Takagi, Kris Makoto Kitani, Chieko Asakawa
ASSETS4
2016 Supporting Orientation of People with Visual Impairment: Analysis of Large Scale Usage Data
abstract
In the field of assistive technology, large scale user studies are hindered by the fact that potential participants are geographically sparse and longitudinal studies are often time consuming. In this contribution, we rely on remote usage data to perform large scale and long duration behavior analysis on users of iMove, a mobile app that supports the orientation of people with visual impairments.
Hernisa Kacorri, Sergio Mascetti, Andrea Gerino, Dragan Ahmetovic, Hironobu Takagi, Chieko Asakawa
ASSETS5
2016 Automated help system for novice older users from touchscreen gestures
abstract
Older adults who have never used smartphone often suffers from getting used to smartphone gestures because of their lack of basic knowledge or skills with the latest technologies like gesture-oriented touchscreens. In this paper, we propose a user modeling method for inferring problems novice users face for smartphone from their touchscreen gestures. The output of user model is used by automated help enabling them to acquire touchscreen gestures. We apply a feature extraction approach based on the frequent pattern mining of gesture sequence to the user modeling. The learned user model detects types of problems in real time and is used for automated help. To optimize of instruction timing and its selection, we use a Bayesian reinforcement learning approach, which balances the exploration-exploitation trade-off. We evaluate the effectiveness of the method by using a prototype assistant system for a map application. The evaluation with older (60+) novice users showed positive results. The performance of the prototype system and the potential for further application is discussed.
Daisuke Sato 0001, Tetsuro Morimura, Takayuki Katsuki, Yosuke Toyota, Tsuneo Kato, Hironobu Takagi
ICPR6
2016 NavCog: a navigational cognitive assistant for the blind
abstract
Turn-by-turn navigation is a useful paradigm for assisting people with visual impairments during mobility as it reduces the cognitive load of having to simultaneously sense, localize and plan. To realize such a system, it is necessary to be able to automatically localize the user with sufficient accuracy, provide timely and efficient instructions and have the ability to easily deploy the system to new spaces.
Dragan Ahmetovic, Cole Gleason, Chengxiong Ruan, Kris Makoto Kitani, Hironobu Takagi, Chieko Asakawa
MobileHCI5
2015 Exploring Interface Design for Independent Navigation by People with Visual Impairments
abstract
Most user studies of navigation applications for people with visual impairments have been limited by existing localization technologies, and appropriate instruction types and information needs have been determined through interviews. Using Wizard-of- Oz navigation interfaces, we explored how people with visual impairments respond to different instruction intervals, precision, output modalities, and landmark use during in situ navigation tasks. We present the results of an experimental study with nine people with visual impairments, and provide direction and open questions for future work on adaptive navigation interfaces.
Erin L. Brady, Daisuke Sato 0001, Chengxiong Ruan, Hironobu Takagi, Chieko Asakawa
ASSETS4
2015 Motivating Multi-Generational Crowd Workers in Social-Purpose Work
abstract
Crowdsourcing for social goals (e.g., supporting public libraries or people with disabilities) is a promising area. However, little is known about how to develop active worker communities for such goals. First, we need reliable metrics for the workers' motivation. Second, the characteristics of senior crowd workers have rarely been studied, even though they often play a primary role in social-purpose work. This work introduces a four-quadrant worker motivation model for social-purpose crowdsourcing and describes a system based on that model. Then we investigate the outcomes from the system's operations for six months, which involved both young and senior workers, seeking better ways to build an active community of crowd workers. We analyzed the workers' activities based on the system logs, conducted a survey, assessed the correlations between the subjective values and actual behaviors, and then discuss the implications.
Masatomo Kobayashi, Shoma Arita, Toshinari Itoko, Shin Saito, Hironobu Takagi
CSCW5
2015 Recognizing hand-object interactions in wearable camera videos
abstract
Wearable computing technologies are advancing rapidly and enabling users to easily record daily activities for applications such as life-logging or health monitoring. Recognizing hand and object interactions in these videos will help broaden application domains, but recognizing such interactions automatically remains a difficult task. Activity recognition from the first-person point-of-view is difficult because the video includes constant motion, cluttered backgrounds, and sudden changes of scenery. Recognizing hand-related activities is particularly challenging due to the many temporal and spatial variations induced by hand interactions. We present a novel approach to recognize hand-object interactions by extracting both local motion features representing the subtle movements of the hands and global hand shape features to capture grasp types. We validate our approach on multiple egocentric action datasets and show that state-of-the-art performance can be achieved by considering both local motion and global appearance information.
Tatsuya Ishihara, Kris Makoto Kitani, Wei-Chiu Ma, Hironobu Takagi, Chieko Asakawa
ICIP4
2014 Understanding Level Estimation Using Discussion Maps for Supporting Consensus-building
abstract
Problem-based learning (PBL), which is a learning method in small collaborative groups to learn what they need to know in order to solve a problem, is the more recent and highly regarded. For meaningful discussions about in a PBL situation, it is important to support and manage a conversation among participants. In this paper, we propose a consensus-building and management system using tablet terminals for an effective discussion. In our system, each participant generates a discussion map which consists of nodes and links between them about the discussion. Our system computes a correspondence measure between discussion maps of each participant, understands the state of the discussion and supports the consensus-building. We validate the effectiveness of the system using the discussion map experimentally.
Hironobu Takagi, Kazutaka Shimada
KES1
2013 Accessible photo album: enhancing the photo sharing experience for people with visual impairment
abstract
While a photograph is a visual artifact, studies reveal that a number of people with visual impairments are also interested in being able to share their memories and experiences with their sighted counterparts in the form of a photograph. We conducted an online survey to better understand the challenges faced by people with visual impairments in sharing and organizing photos, and reviewed existing tools and their limitations. Based on our analysis, we developed an accessible mobile application that enables a visually impaired user to capture photos along with audio recordings for the ambient sound and memo description and to browse through them eyes-free. Five visually impaired participants took part in a study in which they used our app to take photographs in naturalistic settings and to share them later with a sighted viewer. The participants were able to use our app to identify each photograph on their own during the photo sharing session, and reported high satisfaction in having been able to take the initiative during the process.
Susumu Harada, Daisuke Sato 0001, Dustin W. Adams, Sri Hastuti Kurniawan, Hironobu Takagi, Chieko Asakawa
CHI5
2013 Characteristics of Elderly User Behavior on Mobile Multi-touch Devices
Susumu Harada, Daisuke Sato 0001, Hironobu Takagi, Chieko Asakawa
INTERACT (4)3
2013 Question-Answer Cards for an Inclusive Micro-tasking Framework for the Elderly
Masatomo Kobayashi, Tatsuya Ishihara, Akihiro Kosugi, Hironobu Takagi, Chieko Asakawa
INTERACT (3)4
2013 Lessons Learned from Crowd Accessibility Services
Hironobu Takagi, Susumu Harada, Daisuke Sato 0001, Chieko Asakawa
INTERACT (1)1
2011 How voice augmentation supports elderly web users
abstract
Online Web applications have become widespread and have made our daily life more convenient. However, older adults often find such applications inaccessible because of age-related changes to their physical and cognitive abilities. Two of the reasons that older adults may shy away from the Web are fears of the unknown and of the consequences of incorrect actions. We are extending a voice-based augmentation technique originally developed for blind users. We want to reduce the cognitive load on older adults by providing contextual support. An experiment was conducted to evaluate how voice augmentation can support elderly users in using Web applications. Ten older adults participated in our study and their subjective evaluations showed how the system gave them confidence in completing Web forms. We believe that voice augmentation may help address the users' concerns arising from their low confidence levels.
Daisuke Sato 0001, Masatomo Kobayashi, Hironobu Takagi, Chieko Asakawa, Jiro Tanaka
ASSETS3
2011 On the audio representation of radial direction
abstract
We present and evaluate an approach towards eyes-free auditory display of spatial information that considers radial direction as a fundamental type of value primitive. There are many benefits to being able to sonify radial directions, such as indicating the heading towards a point of interest in a direct and dynamic manner, rendering a path or shape outline by sonifying a continual sequence of tangent directions as the path is traced, and providing direct feedback of the direction of motion of the user in a physical space or a pointer in a virtual space. We propose a concrete mapping of vowel-like sounds to radial directions as one potential method to enable sonification of such information. We conducted a longitudinal study with five sighted and two blind participants to evaluate the learnability and effectiveness of this method. Results suggest that our directional sound mapping can be learned within a few hours and be used to aurally perceive spatial information such as shape outlines and path contours.
Susumu Harada, Hironobu Takagi, Chieko Asakawa
CHI2
2011 Sasayaki: augmented voice web browsing experience
abstract
Auditory user interfaces have great Web-access potential for billions of people with visual impairments, with limited literacy, who are driving, or who are otherwise unable to use a visual interface. However a sequential speech-based representation can only convey a limited amount of information. In addition, typical auditory user interfaces lose the visual cues such as text styles and page structures, and lack effective feedback about the current focus. To address these limitations, we created Sasayaki (from whisper in Japanese), which augments the primary voice output with a secondary whisper of contextually relevant information, automatically or in response to user requests. It also offers new ways to jump to semantically meaningful locations. A prototype was implemented as a plug-in for an auditory Web browser. Our experimental results show that the Sasayaki can reduce the task completion times for finding elements in webpages and increase satisfaction and confidence.
Daisuke Sato 0001, Shaojian Zhu, Masatomo Kobayashi, Hironobu Takagi, Chieko Asakawa
CHI4
2010 Are synthesized video descriptions acceptable?
abstract
We conducted a series of experiments to assess the feasibility of synthesized narrations to describe online videos. To reduce the cultural bias, we included adult blind or low-vision participants from Japan and the U.S. in the main study. Our research also includes a follow-up study we conducted in Japan to assess the effectiveness of synthesized video descriptions in realistic situations. The results showed that synthesized video descriptions were generally accepted in both countries. We also found that appropriate technology support allowed a novice describer to make effective video descriptions. Based on these results, we discuss the implications for developing a technology platform for describing online videos.
Masatomo Kobayashi, Trisha O'Connell, Bryan Gould, Hironobu Takagi, Chieko Asakawa
ASSETS4
2010 Sasayaki: an augmented voice-based web browsing experience
abstract
While the usability of voice-based Web navigation has been steadily improving, it is still not as easy for users with visual impairments as it is for sighted users. One reason is that sequential voice representation can only convey a limited amount of information at a time. Another challenge comes from the fact that current voice browsers omit various visual cues such as text styles and page structures, and lack meaningful feedback about the current focus. To address these issues, we created Sasayaki, an intelligent voice-based user agent that augments the primary voice output of a voice browser with a secondary voice that whispers contextually relevant information as appropriate or in response to user requests. A prototype has been implemented as a plug-in for a voice browser. The results from a pilot study show that our Sasayaki agent is able to improve users' information search task time and their overall confidence level. We believe that our intelligent voice-based agent has great potential to enrich the Web browsing experiences of users with visual impairments.
Shaojian Zhu, Daisuke Sato 0001, Hironobu Takagi, Chieko Asakawa
ASSETS3
2009 Providing synthesized audio description for online videos
abstract
We describe an initial attempt to develop a common platform for adding an audio description (AD) to an online video so that blind and visually impaired people can enjoy such material. A speech synthesis technology allows content providers to offer the AD at minimal cost. We exploit external metadata so that the AD can be independent of the video format. The external approach also allows external supporters to add ADs to any online videos. Our technology includes an authoring tool for writing AD scripts, a Web browser add-on for synthesizing ADs synchronized with original videos, and a text-based format to exchange AD scripts.
Masatomo Kobayashi, Kentarou Fukuda, Hironobu Takagi, Chieko Asakawa
ASSETS3
2009 Collaborative web accessibility improvement: challenges and possibilities
abstract
Collaborative accessibility improvement has great potential to make the Web more adaptive in a timely manner by inviting users into the improvement process. The Social Accessibility Project is an experimental service for a new needs-driven improvement model based on collaborative metadata authoring technologies. In 10 months, about 18,000 pieces of metadata were created for 2,930 webpages through collaboration. We encountered many challenges as we sought to create a new mainstream approach. The productivity of the volunteer activities exceeded our expectation, but we found large and important problems in the screen reader users' lack of awareness of their own accessibility problems. In this paper, we first introduce examples, analyze some statistics from the pilot service and then discuss our findings and challenges. Three future directions including site-wide authoring are considered.
Hironobu Takagi, Shinya Kawanaka, Masatomo Kobayashi, Daisuke Sato 0001, Chieko Asakawa
ASSETS1
2009 What's Next? A Visual Editor for Correcting Reading Order
Daisuke Sato 0001, Masatomo Kobayashi, Hironobu Takagi, Chieko Asakawa
INTERACT (1)3
2008 Accessibility commons: a metadata infrastructure for web accessibility
abstract
Research projects, assistive technology, and individuals all create metadata in order to improve Web accessibility for visually impaired users. However, since these projects are disconnected from one another, this metadata is isolated in separate tools, stored in disparate repositories, and represented in incompatible formats. Web accessibility could be greatly improved if these individual contributions were merged. An integration method will serve as the bridge between future academic research projects and end users, enabling new technologies to reach end users more quickly. Therefore we introduce Accessibility Commons, a common infrastructure to integrate, store, and share metadata designed to improve Web accessibility. We explore existing tools to show how the metadata that they produce could be integrated into this common infrastructure, we present the design decisions made in order to help ensure that our common repository will remain relevant in the future as new metadata is developed, and we discuss how the common infrastructure component facilitates our broader social approach to improving accessibility.
Shinya Kawanaka, Yevgen Borodin, Jeffrey P. Bigham, Darren Lunn, Hironobu Takagi, Chieko Asakawa
ASSETS5
2008 Social accessibility: achieving accessibility through collaborative metadata authoring
abstract
Web content is under the control of site owners, and therefore the site owners have the responsibility to make their content accessible. This is a basic assumption of Web accessibility. Users who want access to inaccessible content must ask the site owners for help. However, the process is slow and too often the need is mooted before the content becomes accessible. Social Accessibility is an approach to drastically reduce the burden on site owners and to shorten the time to provide accessible Web content by allowing volunteers worldwide to - renovate' any webpage on the Internet. Users encountering Web access problems anywhere at any time will be able to immediately report the problems to a social computing service. Volunteers can be quickly notified, and they can easily respond by creating and publishing the requested accessibility metadata--also helping any other users who encounter the same problems. Site owners can learn about the methods for future accessibility renovations based on the volunteers' external metadata. There are two key technologies to enable this process, the external metadata that allows volunteers to annotate existing Web content, and the social computing service that supports the collaborative renovations. In this paper, we will first review previous approaches, and then propose the Social Accessibility approach. The scenario, implementation, and results of a pilot service are introduced, followed by discussion of future directions.
Hironobu Takagi, Shinya Kawanaka, Masatomo Kobayashi, Takashi Itoh, Chieko Asakawa
ASSETS1
2007 Aibrowser for multimedia: introducing multimedia content accessibility for visually impaired users
abstract
Multimedia content with Rich Internet Applications using Dynamic HTML (DHTML) and Adobe Flash is now becoming popular in various websites. However, visually impaired users cannot deal with such content due to audio interference with the speech from screen readers and intricate structures strongly optimized for sighted users.
Hisashi Miyashita, Daisuke Sato 0001, Hironobu Takagi, Chieko Asakawa
ASSETS3
2007 Automatic accessibility transcoding for flash content
abstract
It is not surprising that rich Internet content, such as Flash and DHTML, is some of the most pervasive content because of its visual attractiveness to the sighted majority. Such visually rich content has been causing severe accessibility problems, especially for people with visual disabilities. For Flash content, the kinds of accessibility information necessary for screen readers is not usually provided in the existing content. A typical example of such missing data is the lack of alternative text for buttons, hypertext links, widget roles, and so on. One of the major reasons is that the current accessibility framework of Flash content imposes a burden on content authors to make their content accessible. As a result, adding support for accessibility tends to be neglected, and screen reader users are left out of the richer Internet experiences.
Daisuke Sato 0001, Hisashi Miyashita, Hironobu Takagi, Chieko Asakawa
ASSETS3
2007 Analysis of navigability of Web applications for improving blind usability
abstract
Various accessibility activities are improving blind access to the increasingly indispensable WWW. These approaches use various metrics to measure the Web's accessibility. “Ease of navigation” (navigability) is one of the crucial factors for blind usability, especially for complicated webpages used in portals and online shopping sites. However, it is difficult for automatic checking tools to evaluate the navigation capabilities even for a single webpage. Navigability issues for complete Web applications are still far beyond their capabilities. This study aims at obtaining quantitative results about the current accessibility status of real world Web applications, and analyzes real users' behavior on such websites. In Study 1, an automatic analysis method for webpage navigability is introduced, and then a broad survey using this method for 30 international online shopping sites is described. The next study (Study 2) focuses on a fine-grained analysis of real users' behavior on some of these online shopping sites. We modified a voice browser to record each user's actions and the information presented to that user. We conducted user testing on existing sites with this tool. We also developed an analysis and visualization method for the recorded information. The results showed us that users strongly depend on scanning navigation instead of logical navigation. A landmark-oriented navigation model was proposed based on the results. Finally, we discuss future possibilities for improving navigability, including proposals for voice browsers.
Hironobu Takagi, Shin Saito, Kentarou Fukuda, Chieko Asakawa
ACM Trans. Comput. Hum. Interact.1
2006 Analyzing visual layout for a non-visual presentation-document interface
abstract
Presentation documents play important roles in many fields, such as business and education. The principal purpose of presentation documents is to convey information visually, so recognizing the visual layout is essential for understanding those documents. However it is inherently difficult for the blind people to recognize a visual layout, because there are numerous types of charts in presentation documents. As the first step to solve such problems, this study focuses on diagrams in which objects or groups of objects are bound by arrows. Such diagrams usually show relationships among the objects. If such relationships could be recognized by screen readers, it would make them accessible. However, the presentation authoring applications do not have functions for embedding these relationships among objects. Therefore this paper proposes a visual analysis method for diagram structure in presentation documents to automatically create metadata. It generates metadata which describes the relationships of objects, and the source-destination relationships of arrows. Then a novel interface utilizing the metadata was prototyped to present the visual structure of presentation documents in a tree view. This allows blind users to understand presentation documents easily, because it represents the visual structure that current screen readers cannot expose. In addition, they are familiar with the tree view interface, so they can use it without training. Finally, an evaluation shows that our method for automatically creating the metadata can be applied to various types of diagrams in presentation documents.
Tatsuya Ishihara, Hironobu Takagi, Takashi Itoh, Chieko Asakawa
ASSETS2
2006 Transforming flash to XML for accessibility evaluations
abstract
Rich Internet content, such as Flash and DHTML, has been spreading all over the net, since it can provide rich and dynamic Web experiences for the sighted majority. It is obvious that this content is inaccessible for visually impaired people because of its visual richness. For Flash, many efforts have been made to address the issue, such as accessibility guidelines and best practices documents However, the amount of accessible content has not been increasing in spite of these efforts. One of the severe issues is the lack of tools to create accessible content. Current Web accessibility technologies are built on top of XMLbased technology infrastructures. In contrast, there is no foundation for investigating inside of Flash content, since it is distributed in a binary format. This characteristic has prevented vendors from developing Flash accessibility technologies. In order to address this issue, this paper proposes a method to transform existing Flash content into XML structures. It combines two approaches for accessing the internal structures. One approach is to obtain MSAA output through the Flash Player and the other is to acquire information by injecting ActionScript bridge code into the content. In this paper, we will first give an overview of the accessibility framework for Flash content, and then present our XML transformation and checking method. A prototype of the checker has been implemented, and some preliminary results of accessibility evaluations are discussed.
Shin Saito, Hironobu Takagi, Chieko Asakawa
ASSETS2
2006 Accessibility evaluation based on machine learning technique
abstract
Presentation documents are used in several situations. However, there is no tool to sufficiently check the accessibility level of a presentation document. Traditional rule-based checking has limitations in checking semantic criteria. This paper describes a new approach to evaluate the accessibility of presentation documents using machine learning with a model built from features of a presentation's appearance. A prototype system was implemented, and an exploratory experiment was conducted.
Daisuke Sato 0001, Hironobu Takagi, Chieko Asakawa
ASSETS2
2004 Accessibility designer: visualizing usability for the blind
abstract
These days, accessibility-related regulations and guidelines have been accelerating the improvement of Web accessibility. One of the accelerating factors is the development and deployment of accessibility evaluation tools for authoring time and repair time. They mainly focus on creating compliant Web sites by analyzing the HTML syntax of pages, and report that pages are compliant when there are no syntactical errors. However, such compliant pages are often not truly usable by blind users. This is because current evaluation tools merely check if the HTML tags are appropriately used to be compliant with regulations and guidelines. It would be better if such tools paid more attention to real usability, especially on time-oriented usability factors, such as the speed to reach target content, the ease of understanding the page structure, and the navigability, in order to help Web designers to create not simply compliant pages but also usable pages for the blind. Therefore, we decided to develop Accessibility Designer (aDesigner), which has capabilities to visualize blind users' usability by using colors and gradations. The visualization function allows Web designers to grasp the weak points in their pages, and to recognize how accessible or inaccessible their pages are at a glance. In this paper, after reviewing the related work, we describe our approach to visualize blind users' usability followed by an overview of Accessibility Designer. We then report on our evaluations of real Web sites using Accessibility Designer. After discussing the results, we conclude the paper.
Hironobu Takagi, Chieko Asakawa, Kentarou Fukuda, Junji Maeda
ASSETS1
2002 Auditory and tactile interfaces for representing the visual effects on the web
abstract
In this paper, we describe auditory and tactile interfaces to represent visual effects nonvisually for blind users, allowing intuitive recognition of visual content that appears on the Web. This research examines how visual effects could be recognized by blind subjects using the senses of hearing and touch, aiming at integrating the results into a practical system in the future. As an initial step, two experiments were performed, one for sonification and tactilization of a page overview based on color-based fragmented groupings without speech, and one for sonification and tactilization of emphasized text based on analyzing rich text information with speech. The subjects could recognize visual representations presented by auditory and tactile interfaces throughout the experiment, and were conscious of the importance of the visual structures. We believe this shows our approach may be practical and available in the future.We will summarize our results and discuss what kind of information is suitable for each sense, as well as the next planned experiment and other future work.
Chieko Asakawa, Hironobu Takagi, Shuichi Ino, Tohru Ifukube
ASSETS2
2002 Site-wide annotation: reconstructing existing pages to be accessible
abstract
The Web has become a new information resource for the blind. However, Web accessibility is becoming worse, since page authors tend to care only for the visual appearance. We have developed an Accessibility Transcoding System to solve this problem. This system has the ability to transcode complete pages on annotated sites into totally accessible pages without changing the original pages. However, site-wide annotation authoring is an extremely tedious and time-consuming task. This prevented us from applying our transcoding system to a wide variety of sites. In order to overcome this difficulty, we developed a new algorithm, "Dynamic Annotation Matching". By utilizing this algorithm, our transcoding system can automatically determine appropriate annotations based on each page's layout. We also developed a site-wide annotation-authoring tool, "Site Pattern Analyzer." We evaluated the feasibility of creating site-wide annotations by using the algorithm and the tool, and report on our success here.
Hironobu Takagi, Chieko Asakawa, Kentarou Fukuda, Junji Maeda
ASSETS1
2000 Annotation-based transcoding for nonvisual web access
abstract
These days, Web authors try to describe as much information as possible in one page using various types of visual effects. This information is visually fragmented into groupings. Blind users read the Web contents in tag order, but visually fragmented groupings are not accessible using tag order reading. In addition, the Web contents are designed to be visually appealing using a lot of images. This style makes nonvisual Web access harder. Therefore we decided to develop an annotation-based transcoding system to convert already-existing Web pages to be accessible, which works between a Web server and a user. It consists of two components, one for structural annotations and one for commentary annotations. Structural annotations are used to recognize visually fragmented groupings as well as to show the importance and basic role of each group. Commentary annotations are used to give users a useful description of each grouping. In this paper, we will describe our transcoding method for nonvisual Web access based on the annotations.
Chieko Asakawa, Hironobu Takagi
ASSETS2
2000 Transcoding proxy for nonvisual web access
abstract
These days, the web has been coming to play various types of roles, so each site has been designed in a complex way to integrate as many roles as possible. Web authors tend to cram various functions and many links into one page to improve usability for sighted users. This authoring trend makes nonvisual Web access harder. To solve this problem, we decided to develop a system to transcode already-existing Web pages to be accessible, which works as an intermediary (proxy) between a Web server and a user. Our transcoding proxy consists of 5 modules using 3 kinds of annotations. The user interface of the system is characterized by three transcoding modes: simplification, full-text and original page. In this paper, we will describe an overview of our transcoding proxy as well as the user interface of the system.
Hironobu Takagi, Chieko Asakawa
ASSETS1